WWHEEL OF PIGSOPEN ↗

IRON DOG STUDIO / FEATURE SLOT

Prize Wheel

Wheel of Pigs arcade stage with wheel, coins and pig characters
10,000×MAXIMUM

The prize wheel resolves to three named outcomes. It can open Hold & Win, award a direct cash value between 5× and 500×, or select a jackpot value between 15× and 5000×. Each destination uses a distinct label and value context.

PLAY WHEEL OF PIGS
95 / 93 / 91 RTP VARIANTSHIGH VOLATILITY0.10–25 BET RANGE

CURRENT PROFILE

Prize Wheel

The prize wheel resolves to three named outcomes. It can open Hold & Win, award a direct cash value between 5× and 500×, or select a jackpot value between 15× and 5000×. Each destination uses a distinct label and value context.

On mobile, vertical order replaces the wide game-show composition. The wheel remains above the coin grid because that order mirrors the feature logic. Respin counts and values retain stable typography, while touch controls stay below the active field. Landscape mode can restore a wider relationship without changing the meaning of any state.

Blue Pig icon representing coin value upgradesUPGRADE

Blue

Purple Pig icon representing cash collectionCOLLECT

Purple

Red Pig icon representing four starting respins+1 RESPIN

Red

01

FEATURE STATE

From Piggy Coin to Prize Selection

Purple Pig collects the cash sum of all symbols, moving separate visible values toward one result. Red Pig changes the initial respin allocation. These powers affect different parts of the interface, so Purple is best communicated through value movement while Red is best communicated through the counter and its starting state.

For the selection pointer and three wheel destinations, this keeps the action and its result in the same visual context. Three destinations divide the wheel into functional categories. Hold & Win changes the interaction model and opens a respin grid. Cash Prize delivers a direct value within its stated band. Jackpot Prize uses a separate higher band. The final pointer position, segment label and value treatment work together so the selected destination is understood before the interface continues.

02

FEATURE STATE

Separating the Wheel from the Reel Field

The math panel brings together RTP variants of 95, 93 and 91, high volatility, a 0.10 minimum bet, a 25 maximum bet and a listed maximum multiplier of 10,000×. These figures describe the product configuration. They do not replace the current paytable or determine what an individual wheel or respin sequence will display.

For the selection pointer and three wheel destinations, this keeps the action and its result in the same visual context. The respin counter is a working piece of the Hold & Win screen. It normally begins at three, decreases when no new coin appears and resets when another coin lands. Red Pig alters the starting point to four. Showing that change before the first respin prevents the extra allocation from being confused with a later reset.

Wheel of Pigs prize wheel positioned over the coin grid
Three destinations share the wheel
03

FEATURE STATE

Reading a Three- or Four-Respin Start

On mobile, vertical order replaces the wide game-show composition. The wheel remains above the coin grid because that order mirrors the feature logic. Respin counts and values retain stable typography, while touch controls stay below the active field. Landscape mode can restore a wider relationship without changing the meaning of any state.

For the selection pointer and three wheel destinations, this keeps the action and its result in the same visual context. Fixed coins turn the reel grid into a progress map. An occupied position keeps its displayed value while open positions remain available for future respins. Because new coins reset the counter, the screen communicates two types of development at once: spatial progress through filled cells and temporal progress through the remaining-respin number.

04

FEATURE STATE

Why Fixed Coins Show Progress

The product begins on the reel field, but its strongest visual signal sits above it. Piggy Coins create the connection between those areas, allowing the interface to move attention toward the prize wheel without discarding the result that initiated the change. A clear transition explains that the wheel is selecting the next state rather than acting as background animation.

For the selection pointer and three wheel destinations, this keeps the action and its result in the same visual context. Blue Pig upgrades all landed coin values using a multiplier based on the number of coins. The effect needs a visible beginning, calculation step and updated value state. Colour, movement and before-and-after figures can show that the existing coins were changed, rather than suggesting that unrelated new prizes entered the grid.

05

FEATURE STATE

How Blue Changes Landed Values

Three destinations divide the wheel into functional categories. Hold & Win changes the interaction model and opens a respin grid. Cash Prize delivers a direct value within its stated band. Jackpot Prize uses a separate higher band. The final pointer position, segment label and value treatment work together so the selected destination is understood before the interface continues.

For the selection pointer and three wheel destinations, this keeps the action and its result in the same visual context. Purple Pig collects the cash sum of all symbols, moving separate visible values toward one result. Red Pig changes the initial respin allocation. These powers affect different parts of the interface, so Purple is best communicated through value movement while Red is best communicated through the counter and its starting state.

Blue Purple and Red pig powers arranged by colour
Colour and position explain each feature state
06

FEATURE STATE

How Purple and Red Change the State

The respin counter is a working piece of the Hold & Win screen. It normally begins at three, decreases when no new coin appears and resets when another coin lands. Red Pig alters the starting point to four. Showing that change before the first respin prevents the extra allocation from being confused with a later reset.

For the selection pointer and three wheel destinations, this keeps the action and its result in the same visual context. The math panel brings together RTP variants of 95, 93 and 91, high volatility, a 0.10 minimum bet, a 25 maximum bet and a listed maximum multiplier of 10,000×. These figures describe the product configuration. They do not replace the current paytable or determine what an individual wheel or respin sequence will display.

07

FEATURE STATE

Understanding the Official Math Panel

Fixed coins turn the reel grid into a progress map. An occupied position keeps its displayed value while open positions remain available for future respins. Because new coins reset the counter, the screen communicates two types of development at once: spatial progress through filled cells and temporal progress through the remaining-respin number.

For the selection pointer and three wheel destinations, this keeps the action and its result in the same visual context. On mobile, vertical order replaces the wide game-show composition. The wheel remains above the coin grid because that order mirrors the feature logic. Respin counts and values retain stable typography, while touch controls stay below the active field. Landscape mode can restore a wider relationship without changing the meaning of any state.

08

FEATURE STATE

Rebuilding the Stage for Portrait Screens

Blue Pig upgrades all landed coin values using a multiplier based on the number of coins. The effect needs a visible beginning, calculation step and updated value state. Colour, movement and before-and-after figures can show that the existing coins were changed, rather than suggesting that unrelated new prizes entered the grid.

For the selection pointer and three wheel destinations, this keeps the action and its result in the same visual context. The product begins on the reel field, but its strongest visual signal sits above it. Piggy Coins create the connection between those areas, allowing the interface to move attention toward the prize wheel without discarding the result that initiated the change. A clear transition explains that the wheel is selecting the next state rather than acting as background animation.

Wheel of Pigs stage cropped for a portrait mobile layout
Colour and position explain each feature state

THE POINTER STOPS

Hold & Win, cash or jackpot

Three destinations divide the wheel into functional categories. Hold & Win changes the interaction model and opens a respin grid. Cash Prize delivers a direct value within its stated band. Jackpot Prize uses a separate higher band. The final pointer position, segment label and value treatment work together so the selected destination is understood before the interface continues.

OPEN THE WHEEL
Wheel of Pigs colour-coded feature lineup

QUICK REFERENCE

Wheel of Pigs product facts

ProductWheel of Pigs
StudioIron Dog Studio
FormatFeature slot
Page focusWheel of Pigs Prize Wheel and Three Outcomes
Key elementsColour pigs, coin values and respin counter
Device presentationResponsive desktop and mobile layout

FAQ

Wheel of Pigs questions

Piggy Coins provide the chance to activate the Wheel of Pigs Feature and visually connect the lower reel field to the wheel above.

The three outcomes are Hold & Win, a direct Cash Prize and a Jackpot Prize. The respin counter is a working piece of the Hold & Win screen. It normally begins at three, decreases when no new coin appears and resets when another coin lands. Red Pig alters the starting point to four. Showing that change before the first respin prevents the extra allocation from being confused with a later reset.

Direct cash awards range from 5× to 500×.

Jackpot awards on the wheel range from 15× to 5000×. Blue Pig upgrades all landed coin values using a multiplier based on the number of coins. The effect needs a visible beginning, calculation step and updated value state. Colour, movement and before-and-after figures can show that the existing coins were changed, rather than suggesting that unrelated new prizes entered the grid.

The standard feature begins with three respins.

The new coin remains in position and resets the respin counter. The math panel brings together RTP variants of 95, 93 and 91, high volatility, a 0.10 minimum bet, a 25 maximum bet and a listed maximum multiplier of 10,000×. These figures describe the product configuration. They do not replace the current paytable or determine what an individual wheel or respin sequence will display.

Fixed positions show collection progress and preserve their values across the sequence.

Blue applies an upgrade multiplier based on the total number of landed coins. The product begins on the reel field, but its strongest visual signal sits above it. Piggy Coins create the connection between those areas, allowing the interface to move attention toward the prize wheel without discarding the result that initiated the change. A clear transition explains that the wheel is selecting the next state rather than acting as background animation.

Purple collects the cash sum of all relevant symbols.

Red changes the opening allocation from three respins to four. The respin counter is a working piece of the Hold & Win screen. It normally begins at three, decreases when no new coin appears and resets when another coin lands. Red Pig alters the starting point to four. Showing that change before the first respin prevents the extra allocation from being confused with a later reset.

The official game details list 95, 93 and 91.

The listed minimum is 0.10 and the maximum is 25. Blue Pig upgrades all landed coin values using a multiplier based on the number of coins. The effect needs a visible beginning, calculation step and updated value state. Colour, movement and before-and-after figures can show that the existing coins were changed, rather than suggesting that unrelated new prizes entered the grid.

The product profile states a 10,000× maximum multiplier.